What is combat about, in your game?
Is it just aiming to be a
simulation of combat in real life? Well in real life it's kind of a hack
fest until one drops - the reason that's exciting, or even just plain
frightening, is perma death.
If combat in your game is about
'wanting to win' more than it's about simulation, then what do you win
from combat? Basically it's an easy formula - the more you stand to win,
the bigger the excitement.
The formula continues that the longer
it takes to get there (ie, were waiting for hit points to go down), the
more the excitement is reduced. I'd really recommend having a chance on
each attack of one shotting the other warrior. Because instead of going
"oh, I did 5 damage...and he's got 95 to go...well, what's the point of
watching in the next few seconds to a minute? Nothings going to happen"
they watch in anticipation because at any point one guy could be dropped
instantly.
But again, the excitement is a multiplier of the potential reward.
Which
is generally an issue to online game designers, because they want to
spread out rewards over a long period of time. Sadly, even in big name
mmorpg, the designers seem to have gone 'Oh, just in case someone grinds
for eight hours each day, we'll make all the rewards really, really damn
small'. Which sucks and is lame design. At the very least you could
simply have someone have X number of chances per day of a big reward,
thus the grinder does not break the reward spread AND you don't have to
make the rewards pathetic - they can be substantial.
Anyway, for a
long time I concentrated on how to make combat options that were
exciting. But after a long time I came to the conclusion it was like
flogging a dead horse. All the combat options in the world doesn't make
combat exciting if the reward is pathetic.
~~~
I originally posted this over at indie resource in reply to another poster. But it warrants it's own post here, as well.
Philosophy in life. Philosophy in life spent gaming. Table top RPGs, mmorpgs, video games, and more.
Showing posts with label reward. Show all posts
Showing posts with label reward. Show all posts
Tuesday, July 3, 2012
Saturday, March 17, 2012
More reward for higher difficulty is...rubbish?
Might be wrong, but I think that's been pushed in game design (particularly around the mmorpg area) that more difficulty of play aught to equal more reward.
The thing is more reward for more 'difficulty' (where that difficulty is just higher enemy stats) can even be easier than before. Say instead the monster that would normally inflict on average 10 damage over a fight to your 30 hit points and give 100 gold, inflicts 20 points on average and gives 200 gold. You can then go and heal. Well this is easier! What's the difference between healing off the damage? None and you got more gold? It's just easier than before! The only thing that could change that is a spike in damage (and dice pools tend to average out).
If reward actually tracked to higher difficulty perfectly, then unless there is spiking damage, there is no point, it would always be effectively the exact same difficulty as before, but with higher numbers (though it would cut down on grind, granted!).
Difficulty has to always be incommensurate to reward otherwise difficulty has not been raised. The only reward higher difficulty can really impart and still be higher difficulty, is the knowledge you did it on a harder difficulty.
The thing is more reward for more 'difficulty' (where that difficulty is just higher enemy stats) can even be easier than before. Say instead the monster that would normally inflict on average 10 damage over a fight to your 30 hit points and give 100 gold, inflicts 20 points on average and gives 200 gold. You can then go and heal. Well this is easier! What's the difference between healing off the damage? None and you got more gold? It's just easier than before! The only thing that could change that is a spike in damage (and dice pools tend to average out).
If reward actually tracked to higher difficulty perfectly, then unless there is spiking damage, there is no point, it would always be effectively the exact same difficulty as before, but with higher numbers (though it would cut down on grind, granted!).
Difficulty has to always be incommensurate to reward otherwise difficulty has not been raised. The only reward higher difficulty can really impart and still be higher difficulty, is the knowledge you did it on a harder difficulty.
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